Update 9.17.1: Second Common Test

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9.17.1 is onto its 2nd Common Test, which means that in the coming weeks the team will be watching closely, monitoring your feedback, and reviewing data to refine the update leading to its release. So, if you haven’t joined already, there’s still time to take new features and improvements for a test drive, and share your thoughts on them with the dev team.

Head over to our dedicated forum thread to tell us what you think, and stay tuned for more news on Update 9.17.1.

HOW THE CT WORKS?

TEST CLIENT

SERVER RESTARTS

New to testing? Check out our handy guide to public tests.Eligibility: All players registered prior to 23:59 FET (20:59 UTC) 29 January can participate in the test.Feedback: please post your general feedback about the test version and bug reports in the special thread on our forum.

Added a new method of importing game modifications: all content of each modification is packed into a single file

Implemented the following changes to the interface elements:

Battle Performance Badges:

Implemented display of two and more badges for identical battle events. For example, when causing damage to two enemy vehicles with a single shot (or causing damage with shots to two different vehicles within a very short time), the system will display two different badges, instead of a single badge that shows the total damage amount and the vehicle name.

If an enemy vehicle is destroyed, players do not need to see a badge with the number of damaged modules in the destroyed vehicle (displayed after the Destroyed badge). The Critical Hit badge in this case will be disabled.

Added the new Wrecked badge (when causing damage to enemy vehicles using the terrain (physics)). Such events will be displayed separately in the detailed damage panel. The badge will be added to the settings so that players can configure its display.

Added the option that enables/disables the dynamic fire indicator (indicator width changes depending on the amount of received/blocked damage). By default, the option is disabled: fire direction indicators have the same width.

Changed indicator timings and added the animation.

Added additional information into the settings, which explains the principles of some feedback options.

Added information about receiving damage or critical hits to:

battle performance badges

detailed damage panel

Damage or critical hits received from allies will be displayed in the performance badge and detailed damage panel. The performance badge color and values of the detailed damage panel will be the same for both damage received from an enemy and damage received from an ally (red color for received damage, orange color for a critical hit).

Added the shell type into the detailed damage panel. Premium shells will be displayed with the golden color. The indication of premium shells will be permanent. The battle performance badges and fire direction indicators will not display the shell type. The shell type is displayed only in entries of the detailed damage panel in the following cases:

Damage received

Critical hit received

Damage blocked by armor

Made changes to the options of the detailed damage panel:

Added the option of displaying the detailed damage panel: received damage, critical hits, and damage blocked by armor

Added the option that changes the location of the detailed damage panel: received damage, critical hits, and damage blocked by armor can be displayed to the right of the allied team section.

Improved fonts of all performance badges and damage panel.

Improved fonts and backgrounds for values of the detailed damage panel.

Improved texts in the damage panel settings window.

When all total values of the detailed damage panel are disabled, the detailed damage panel can be displayed (in versions 9.16 and 9.17, when disabling all three total values, the detailed damage panel was forcedly concealed).

For quick-firing guns, the battle performance badges and entries in the detailed damage panel will display the total value of the shot series.

Improved the mechanism of arranging Platoon members when the battle is loading (Platoon members are arranged on the map closer to each other\considering map specifics, number of Platoons.

Improved the mechanism of switching the camera to the observer (postmortem) mode:

first, the camera switches to the vehicles of the Platoon members

next, the camera switches between players, according to their position in the team panel

Changed tooltip design

Added numerical influence of existing bonuses upon the simplified technical characteristics in the corresponding tooltips

Visualized influence of the activated equipment (Binocular Telescope and Camouflage Net) upon the simplified technical characteristics in the interface

Changed the display format for penetration and damage characteristics of the standard shell from a range of values to the average value in the Garage and in the vehicle preview window. The range of values can be found in the tooltip.

Added standard shell indication in the shell tooltip

Implemented comparison of shell parameters in the tooltip relative to the standard shell

Improved filters of the vehicle panel in the Garage

Added the option of searching a vehicle by name in the filter panel

Added the option of changing the vehicle panel layout from the filter panel

Added additional statistics to the vehicle slot: Victories and Mastery Badge. The statistics is displayed upon hovering over the vehicle slot, and can be disabled in the settings.

Added the option of displaying the two-level vehicle panel: adjustable and minimalistic

Extended the functionality and support of the sound modes (source project with structures, remapping possibility, documentation, compilation of an unlimited number of sounds, etc.)

Changes to the Stronghold mode

The Battle for Stronghold sub-mode is replaced with a new one, named Advance, which is still a series of battles in the tug-of-war format with three defense lines, but with a number of distinctive features:

Strongholds cannot be pillaged any more: in case of a defeat, the clan will not lose anything. The winner's earnings will depend directly on the level of their Stronghold

The Stronghold does not need to be defended every day. Battles in the mode are not mandatory

Battles in the mode start at a particular time; the opponent is selected automatically from the queue

Disabled pillage and mandatory Stronghold defense resulted in significant changes in the mode economy. The War Department, which is currently used by top clans that earned their reputation in battles, would be available to a large number of clans, which would result in imbalance of the game economy in general

To compensate for advantages of the War Department, the War Games competition system is introduced, where clans that participate in Skirmishes and Advances will be able to compete for top positions in several categories. The winners will be rewarded with gold, special reserves, and other awards.

Important: The Game Wars will start after the release of version 9.17.1. The battle room (in both Skirmishes and Advances) can be unlocked for legionaries who will be able to join your detachment (in both Team Trainings and Tank Company Battles). The list of unlocked battle rooms will be available in the special interface.

Extended the list of female and male first and last names for several nations.

Removed the Show simplified technical characteristics in the Garage option from the Settings.

Minimaps

Reworked visual quality of the following minimaps:

Training area

Overlord

Empire's Border

Sacred Valley

Stalingrad

Fiery Salient

Vehicles

Changes to the Tech Tree of Germany:

added the VK 100.01 (P) to Tier VIII. The vehicle can be researched after the Tiger (P).

added the Mäuschen to Tier IX. The vehicle can be researched after the VK 100.01 (P).

transferred Maus to a new heavy tank branch: it is researched after the VK 100.01 (P) and Mäuschen. All experience earned in the VK 45.02 (P) Ausf. B remains and is not transferred anywhere.

added the Pz.Kpfw. VII at Tier X. The vehicle can be researched after the VK 45.02 (P) Ausf. B.

Reworked the following vehicles to HD quality:

E 50

VK 45.02A

T-15

Indien-Panzer

AMX 38

Hotchkiss H35

Renault FT

ARL V39

Type 4 Chi-To

Type 64

WZ-111 (model 1-4)

59-16

TOG II*

AT 2

AT 7

T14

Т21

A-32

Object 140

Object 268

Object 263

Object 907

Changed technical characteristics of the following vehicles:

Centurion Mk. I

Changed the reloading time of OQF 20-pdr Gun Type A Barrel for the second turret from 8 s to 7.5 s

Changed the top speed from 40 km/h to 50 km/h

Centurion Mk. 7/1

Changed the reloading time of the 105 mm Royal Ordnance L7A1 gun for the second turret from 12 s to 11.2 s

Changed the top speed from 40 km/h to 50 km/h

FV4202

Changed the top speed from 40 km/h to 50 km/h

Panther

Changed the reloading time of the 7,5 cm Kw.K. L/100 gun for the second turret from 4.4 s to 4 s

Changed the reloading time of the 7,5 cm Kw.K. L/100 gun for the second turret is changed from 4.6 s to 4.2 s